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Lore

Welcome, Captain

You command a ship on an open frontier - a galaxy you explore one jump at a time, the same seed always regenerating the same stars.

The Frontier

Engage the jump drive on the Navigation console to travel between systems. Each is a pure function of the universe seed: revisit one and it is unchanged. Sides hold territory, traders run lanes, raiders prowl the dark.

How the galaxy sees you

The galaxy reacts to who you are, not to a scripted hero. Every side keeps a read on your conduct across seven spectrums - honest/liar, fearsome/cowardly, and so on. Do a side's work and it warms to you; cross it and it remembers.

The Sides

Six powers divide the frontier. Two are foes by default; the rest are negotiable.

Iron Concord

Disciplined and territorial military. Respects strength and straight dealing - honor a deal and the Concord remembers, break one and they remember longer.

Verdant Pact

Green-world traders and farmers. Quick to deal, slow to fight; pay them in kindness and they pay you back in goods.

Free Holders

Independent settlers scratching a living from the drift. Self-reliant and plain- spoken; they value a captain who gets things done.

Mercury Guild

Brokers of muscle and cargo - loyal to the contract, not the cause. Coin and a fearsome reputation open their doors.

Ashfang Raiders

Opportunist pirates who prey on the lanes. They respect violence and despise the weak; only the dangerous bargain with them. Captain Vex Karr, the Ash-Captain, runs the Ashfang home in the Ashen Reach and collects grudges like trophies.

Hollow Choir

A secretive cult chasing forbidden knowledge in the deep dark. Honeyed words hide sharp intent; trust them at your peril.

Reputation & Diplomacy

Reputation is per-captain - it follows you across ships. Diplomacy is side-wide - whether your fleets are at war. They interact: earn a foe side's respect and you can buy a ceasefire, or in time an alliance.

Standing

A side's standing with you is your reputation weighted by what that side values. High standing unlocks better jobs and cheaper ceasefires; low standing with a side's captains can turn them into personal rivals.

The Regions

The frontier is not uniform. Named regions carry their own character - and their own dangers.

The Ashen Reach

Ashfang raider country off the system (8, -5). A warzone: enemy systems crowd the lanes and mines lace the dark. Red skies, worse intentions.

The Verdant Belt

The Verdant Pact's trade lanes around (-5, 3). A haven: no raiders, ports everywhere. Calm, open, prosperous.